﻿#include "PerspectiveCamera.h"

PerspectiveCamera::PerspectiveCamera(float Fovy, float A, float N, float Far):mFovy(Fovy),mAspect(A),mNear(N),mFar(Far)
{
}

PerspectiveCamera::~PerspectiveCamera()
{
}

glm::mat4 PerspectiveCamera::getProjectMatrix()
{
	return glm::perspective(glm::radians(mFovy), mAspect, mNear, mFar);
}

void PerspectiveCamera::scale(float deltaScale)
{
	glm::vec3 front = glm::cross(mUp, mRight);
	mPosition += front * deltaScale;
}
